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  1. #1

    Default Re: Using -mod:my_mod

    What happens to map.rwm or the files like descr_vegetation.db that regenerate when you load a game and then are saved - they don't save into the old files, do they? I mean, do they resave new versions at all, or do they save in the subfolders for your new mod, or do they save in the main folders over the vanilla versions?

  2. #2

    Default Re: Using -mod:my_mod

    A map.rwm will generate in your :mod folder. I know thing that music.dat has to be deleted or renamed in your vanilla folder for new music to take effect.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  3. #3

    Default Re: Using -mod:my_mod

    I cannot see that a descr_vegetation.db file regenerates though. Is there a way to force it to? I would guess probably not, but just asking.

  4. #4

    Default Re: Using -mod:my_mod

    You can play Rome: Total War 1.5 with BI 1.6 engine by well um like this

    "C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW-BI.exe" -mod:rtw1.6 -show_err


    The rtw1.6 folder is a "shortcut" of the Rome:Total War folder the one that is

    C:/progames/blah/rometotwar :)

  5. #5
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Using -mod:my_mod

    um yes, but that isn't because rtw1.6 refers to the folder - it is because it doesn't recognise it. anything it doesn't recognise that comes after -mod like -mod:xxxx
    it will run as -mod which is just playing the rtw/data folder.

    You will find though that you just made yourself a redundant "rtw1.6" folder inside Rome - Total War.

    "C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW-BI.exe" -mod -show_err

    is actually all you need to play the original RTW files on the BI.exe. you only give it a name after the mod: if you are actually making a mod-folder with changed files.
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  6. #6
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Using -mod:my_mod

    if trying to reduce the files in a BI mod-folder, beware of removing some of the ui/roman and ui/barbarian/buildings tgas especially the ones in the /construction folder.. I think probably the churches and temples that are new to BI, or whatever doesn't exist in RTW packs.

    Not having some of these - even if they are for a building not actually buildable by any faction in your campaign causes a KTM without error message, or apparently randomly, a message that it doesn't recognise your first USED hidden resource, and maybe a few others.... I've been having hours of fun with 'inexplicable' results on trying to get maps to load before pinning problem down to slimmed down UI file.

    This only occurs if trying to start with a re-generated map.rwm, it doesn't seem bothered about missing building tga's if you're working from old rwm created before altering mod-folder ui etc. Hence not realising there was problem till after making few hundred other changes....
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  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Using -mod:my_mod

    For reference, I here make available the listings of the FATW modfolder elements for basic and advanced repathing, and the content listing of the mod pack. I hope this will help anyone seeking to create a modfolder.

    A. Contents for mod_0.pak...

    The following is the list used in creating the mod_0.pak file for FATW; this generally contains files the reference to which cannot be repathed. The game will look to this pak and use the file there (without this file it would look to vanilla).

    mod_0.pak
    mod_0\data\ui\generic\#generic_construction.tga
    mod_0\data\ui\generic\#generic_unit_card.tga
    mod_0\data\ui\generic\generic_building.tga
    mod_0\data\ui\generic\generic_city.tga
    mod_0\data\ui\generic\generic_constructed_building.tga
    mod_0\data\ui\generic\generic_fort.tga
    mod_0\data\ui\generic\generic_preconstructed_building.tga
    mod_0\data\ui\generic\generic_unit_card.tga
    mod_0\data\ui\generic\generic_unit_info.tga
    mod_0\data\ui\generic\placement_message.tga
    mod_0\data\ui\pips\pip_garrison.tga
    mod_0\data\ui\pips\pip_governors_influence.tga
    mod_0\data\terrain\aerial_map\tile_textures\volcano_dormant.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\forest.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_pebbles.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_rock.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_sand.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_shrubbase.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\pebble.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\sand.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\shrub_base.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\grass1.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\grass.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_forest.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_grass1.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_grass.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_shrub_base.tga.dds
    mod_0\data\loading_screen\loading_bar.tga
    mod_0\data\ui\roman\cities\roman_city.tga
    mod_0\data\ui\roman\cities\roman_huge_city.tga
    mod_0\data\ui\roman\cities\roman_large_city.tga
    mod_0\data\ui\roman\cities\roman_town.tga
    mod_0\data\ui\roman\cities\roman_large_town.tga
    mod_0\data\ui\barbarian\cities\barbarian_city.tga
    mod_0\data\ui\barbarian\cities\barbarian_huge_city.tga
    mod_0\data\ui\barbarian\cities\barbarian_large_city.tga
    mod_0\data\ui\barbarian\cities\barbarian_large_town.tga
    mod_0\data\ui\barbarian\cities\barbarian_town.tga
    mod_0\data\ui\barbarian\cities\barbarian_fort.tga
    mod_0\data\ui\hun\cities\hun_city.tga
    mod_0\data\ui\hun\cities\hun_large_city.tga
    mod_0\data\ui\hun\cities\hun_huge_city.tga
    mod_0\data\ui\hun\cities\hun_large_town.tga
    mod_0\data\ui\hun\cities\hun_town.tga
    mod_0\data\ui\hun\cities\hun_fort.tga
    mod_0\data\sky\clouds\heavy\cloud_01-02_11.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_01-02_12.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_01-02_13.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_01-02_14.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_01-02_15.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_11.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_12.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_13.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_14.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_15.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_11.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_12.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_13.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_14.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_15.tga.dds


    B. Advanced Repathing

    ../ used to jump up directories to repath back down.



    C. Basic repathing

    Usually just sticking the mod's folder name in after the bi/ folder...



    Note that B is a subset of C, as all redirected directory jumping also of course contain the basic repath.

    If you have any questions then post here where Makanyane someone will be pleased to answer them
    "One of the most sophisticated Total War mods ever developed..."

  8. #8
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Using -mod:my_mod

    *posts here to confuse things* if you have any questions Dol Guldur someone will answer

    (was a good idea to show that btw)

    similar from EODII
    Spoiler Alert, click show to read: 

    eod\data\terrain\aerial_map\ground_types\beach.tga
    eod\data\terrain\aerial_map\sea\beach_strip.tga.dds
    eod\data\terrain\aerial_map\sea\sky_environment_summer.tga.dds
    eod\data\terrain\aerial_map\sea\surf2b.tga.dds
    eod\data\terrain\aerial_map\tile_textures\cliff.tga.dds
    eod\data\terrain\aerial_map\tile_textures\volcano.tga.dds
    eod\data\terrain\aerial_map\tile_textures\volcano_dormant.tga.dds
    eod\data\ui\barbarian\cities\BARBARIAN_CITY.TGA........ and similar
    ....
    eod\data\ui\pips\PIP_GOVERNORS_INFLUENCE.TGA
    eod\data\textures\#arrow.tga.dds
    eod\data\textures\#arrow_distance.tga.dds
    eod\data\models_building\textures\GATES2.TGA.DDS
    eod\data\sky\clouds\heavy\cloud_01-02_11.tga.dds........ and similar
    .....
    eod\data\terrain\aerial_map\ships\trade_boat.CAS
    eod\data\terrain\aerial_map\ships\textures\Riczu_trade_boat.tga.dds


    pack is still called mod_0.pak when its made, the folder name before \data doesn't actually matter, except obviously it has to be the one the files are actually in before packing.

    textures in data\terrain\battlefield\..... you can put directly in mod folder if you change folder path (to something with same number of characters) with hex editor in geography.db file, but if you aren't hex editing that for other reasons, packing them is easier!

    textures for buildings seem to have to be packed if you change them for existing building items, but if you have new model .cas's converted to new items then textures can work from mod-folder without packing.
    Not used mods before? Looking for something small and fun?!
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  9. #9

    Default Re: Using -mod:my_mod

    This is thread necromancy with a purpose:

    It would seem that it hadn't yet occured to anybody here that the relative path . (single dot: current directory) and .. (double dot: parent directory) can be used as true filename patterns: chained together we can have multiple builds of the same fully modfoldered mod running off the same RTW.exe without name collisions. I had tested this a good while ago with EB, but the internal thread is of course not accessible to the public. So here goes:

    1. Prepare a clean RTW installation capable of supporting modfoldered mods.
    2. Note the path of the RTW w/ever .exe file, say "C:\Games\Vanilla\RTW\".
    3. Prepare a modfoldered mod installation somewhere outside that path, say "C:\Mods\", note its path (in this case "C:\Games\Mods\").
    4. Compute the relative path from your .exe under (2) to your modfolder under (3): in this case we end up with "..\..\Mods\[modfolder]" where [modfolder] is the name of your modfolder. (Alternatively use: "../../Mods/[modfolder]", that will work too.) Say: "..\..\Mods\EB".
    5. Use (4) as the argument to the -mod switch, example: Target: "C:\Games\Vanilla\RTW\" -mod:..\..\Mods\EB -show_err


    This means that you could in theory set up multiple versions of EB 1.2 like this:

    Target: "C:\Games\Vanilla\RTW\RTW.exe" -mod:..\..\Mods\EB\release -show_err
    Target: "C:\Games\Vanilla\RTW\RTW.exe" -mod:..\..\Mods\EB\remod -show_err
    Target: "C:\Games\Vanilla\RTW\RTW.exe" -mod:..\..\Mods\EB\devel -show_err
    etc.

    Note:
    people who run this game off a FAT partition *may* find that this doesn't work as expected, due to the fact that FAT does not support symlinks IIRC.


    Note: a similar effect is possible through having a suitable [io] setting for each of any number of configuration files for M2TW, but of course you still must take care of avoiding naming collisions with the configuration files themselves.

    For a slightly cryptic prior art reference (the use of symlinks in paths), just a few posts up I saw:


    Quote Originally Posted by Dol Guldur View Post
    For reference, I here make available the listings of the FATW modfolder elements for basic and advanced repathing, and the content listing of the mod pack. I hope this will help anyone seeking to create a modfolder.

    A. Contents for mod_0.pak...

    The following is the list used in creating the mod_0.pak file for FATW; this generally contains files the reference to which cannot be repathed. The game will look to this pak and use the file there (without this file it would look to vanilla).

    mod_0.pak
    mod_0\data\ui\generic\#generic_construction.tga
    mod_0\data\ui\generic\#generic_unit_card.tga
    mod_0\data\ui\generic\generic_building.tga
    mod_0\data\ui\generic\generic_city.tga
    mod_0\data\ui\generic\generic_constructed_building.tga
    mod_0\data\ui\generic\generic_fort.tga
    mod_0\data\ui\generic\generic_preconstructed_building.tga
    mod_0\data\ui\generic\generic_unit_card.tga
    mod_0\data\ui\generic\generic_unit_info.tga
    mod_0\data\ui\generic\placement_message.tga
    mod_0\data\ui\pips\pip_garrison.tga
    mod_0\data\ui\pips\pip_governors_influence.tga
    mod_0\data\terrain\aerial_map\tile_textures\volcano_dormant.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\forest.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_pebbles.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_rock.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_sand.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_shrubbase.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\pebble.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\sand.tga.dds
    mod_0\data\terrain\battlefield\rocky_desert\summer\shrub_base.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\grass1.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\grass.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_forest.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_grass1.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_grass.tga.dds
    mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_shrub_base.tga.dds
    mod_0\data\loading_screen\loading_bar.tga
    mod_0\data\ui\roman\cities\roman_city.tga
    mod_0\data\ui\roman\cities\roman_huge_city.tga
    mod_0\data\ui\roman\cities\roman_large_city.tga
    mod_0\data\ui\roman\cities\roman_town.tga
    mod_0\data\ui\roman\cities\roman_large_town.tga
    mod_0\data\ui\barbarian\cities\barbarian_city.tga
    mod_0\data\ui\barbarian\cities\barbarian_huge_city.tga
    mod_0\data\ui\barbarian\cities\barbarian_large_city.tga
    mod_0\data\ui\barbarian\cities\barbarian_large_town.tga
    mod_0\data\ui\barbarian\cities\barbarian_town.tga
    mod_0\data\ui\barbarian\cities\barbarian_fort.tga
    mod_0\data\ui\hun\cities\hun_city.tga
    mod_0\data\ui\hun\cities\hun_large_city.tga
    mod_0\data\ui\hun\cities\hun_huge_city.tga
    mod_0\data\ui\hun\cities\hun_large_town.tga
    mod_0\data\ui\hun\cities\hun_town.tga
    mod_0\data\ui\hun\cities\hun_fort.tga
    mod_0\data\sky\clouds\heavy\cloud_01-02_11.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_01-02_12.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_01-02_13.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_01-02_14.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_01-02_15.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_11.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_12.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_13.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_14.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_03-04_15.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_11.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_12.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_13.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_14.tga.dds
    mod_0\data\sky\clouds\heavy\cloud_top_15.tga.dds


    B. Advanced Repathing

    ../ used to jump up directories to repath back down.



    C. Basic repathing

    Usually just sticking the mod's folder name in after the bi/ folder...



    Note that B is a subset of C, as all redirected directory jumping also of course contain the basic repath.

    If you have any questions then post here where Makanyane someone will be pleased to answer them

    But note that item (B) is *not* a subset of C, rather the converse holds true.
    Last edited by Tellos Athenaios; 06-08-2009 at 02:45. Reason: RTW.exe in targets
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    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


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  10. #10
    EB fanboy Member The_White_Knight's Avatar
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    Default Re: Using -mod:my_mod

    Good guides!

    How can you make a -mod switch for a mod which changes UI files like general portraits and more without interfering with vanilla? I can't find the .txt-file associated with it.

    I know of descr_agent_ancillary.txt, so I could potentially change the ancillaries-UI, but not the generals'/civilians' portraits.

    I'm currently in the proces of making a -modswitch for Blue Lotus as a personal challenge and as a means to save HD-space.

    Edit: Never mind, examination of Chiv - TW learnt me that you don't need to alter any .txt for that.
    Edit2: I'm experiencing unexplainable ctd's when loading the campaignmap (imperial campaign). Any ideas here? Do I need to alter the files in imperial_campaign in any way or can I just pop the world-folder in the my_mod/data folder without changing anything? (apparently not)
    Last edited by The_White_Knight; 06-28-2006 at 12:21.

  11. #11
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Using -mod:my_mod

    Returning to implementation of
    "C:\Program Files\Activision\Rome - Total War\RomeTW-BI.exe" -mod:bi/modname
    I've got it working for my mod that was previously overwritten onto a different BI installation. Seems to work with minimal editing of the mod files but required folder still seems very big - unless I'm missing something.

    Biggest space hog is that all UI folder still seems to be required. ??

    As compared to the BI data structure I can omit all models_unit except unique skins etc. which need path in descr_model_battle.txt altered to bi/modname/data..... I seem to be able to omit sprites (no unique sprites), animations and sounds folders; and items folder if descr_items.txt and db are taken out as well. The models_strat 'officer' etc .cas files and textures can go (unless unique then path change in descr_model_strat as above) but the banner textures and .cas are required.

    Trying to omit text files (have tried descr_sounds_.. and export_descr_advice) gives culture not recognised errors, as it seems to still be referencing directly to RTW/data for missing text files. This makes me worried that it may be referring to RTW/data for items & sounds folder content and could fall over later when/if it gets to missing BI elements.

    Any one else made any progress on this???
    Not used mods before? Looking for something small and fun?!
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  12. #12
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Using -mod:my_mod

    I've just managed to get some time to look at this and after 45 minutes or so have only been able to launch the targeted shortcut to start up vanilla BI with not a hint of the mod :(

    Hmmm...I have obviously failed to understand the above. Makanyane, can you state the steps you took to get it to (at least) start working?

    I cannot see what I am doing wrong here.
    "One of the most sophisticated Total War mods ever developed..."

  13. #13
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Using -mod:my_mod

    Dol Guldur,
    really didn't do anything special,
    I'd got to launching vanilla BI stage by making new folder in RTW/BI called 'modname' and pasting entire (BI) data folder into it, if vanilla BI is working off shortcut I assume you got to this stage.

    - I already had my mod in a zip folder designed to overwrite a vanilla BI install i.e with data/ structure already in place containing all changed files. I just copied my mods data/ folder over R-TW/BI/modname/data to overwrite files - that got all icons / banners / maps in without any further editing. I just had to change path to textures as they where modded for strat map captains etc. which gave -show_err message during campaign loading bar.

    Seems to work regardless of whether campaign folder is named for provincial or main campaign.

    Sounds rude to suggest this; but are you sure data folder you put your mod files in is the one the path name is refering to. Also if your approach was similar to mine did it actually overwrite files or did you get modname/data/data?
    (yes I missed extraction path and got that first time out)
    Not used mods before? Looking for something small and fun?!
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  14. #14
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Using -mod:my_mod

    I'm late coming to this feature and have never used, explored or paid much attention to it due to the fact that it was my opinion it could never service a full-conversion BI mod (or do it in a manner that would leave the RTW (and now BI we hope) files untouched - which really is the whole purpose of the thing in ther first place).

    Let me comment on your post, so as to clarify what you did:

    Dol Guldur,
    really didn't do anything special,
    I'd got to launching vanilla BI stage by making new folder in RTW/BI called 'modname' and pasting entire (BI) data folder into it, if vanilla BI is working off shortcut I assume you got to this stage.
    You posted your entire modded BI folder in or the entire vanilla? What did you do with the RTW data folder for your mod?

    I was actually getting RTW vanilla and not BI vanilla. Sorry.

    - I already had my mod in a zip folder designed to overwrite a vanilla BI install i.e with data/ structure already in place containing all changed files. I just copied my mods data/ folder over R-TW/BI/modname/data to overwrite files - that got all icons / banners / maps in without any further editing. I just had to change path to textures as they where modded for strat map captains etc. which gave -show_err message during campaign loading bar.
    Ah, so you did put vanilla in first - did not read that in the BI tutorial above.

    Seems to work regardless of whether campaign folder is named for provincial or main campaign. Sounds rude to suggest this; but are you sure data folder you put your mod files in is the one the path name is refering to. Also if your approach was similar to mine did it actually overwrite files or did you get modname/data/data?
    (yes I missed extraction path and got that first time out)
    I always avoid those problems by stubbornly refusing to use installers - or using them to extract to a "safe" place and the copying manually - because I really only trust what I can see ;)

    I must admit to a distinct weakness in being able to think on more than one level at a time and am just about able ot cope with the idea that BI draws off some RTW data files. This will challenge me. But then, does not all coding...? ;)

    I need to get my head around this though I have a horrible feeling that it will be more work than it is worth; but I need to see it for myself ;)
    "One of the most sophisticated Total War mods ever developed..."

  15. #15
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Jan 2006
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    Default Re: Using -mod:my_mod

    You posted your entire modded BI folder in or the entire vanilla?
    I actually pasted in entire vanilla BI folder (renamed to modname) into BI folder to test that I at least got vanilla BI then pasted mod files over it and got mod. (tutorial above wasn't implying you needed whole folder but when I tried with just mod files and clicked shortcut, for my mod it attempts to start but doesn't reach any selection screen so then tried using entire BI folder to see if I could get path working at all; I think my mod may not have modified some of the files needed to get this working so it does not work on its own.)

    If your mod is currently overwritten on a bi folder; you can copy that entire folder into a seperate installation of vanilla RTW/BI so structure goes
    R-TW/BI (vanilla)/BI (your mod) and make the shorcut
    "C:\Program Files\Activision\Rome - Total War\RomeTW-BI.exe" -mod:bi/bi
    that shorcut will then load your mod, and a shortcut without the -mod bit will load vanilla BI. Flaw is, at this stage you've still got 2x BI folder size on hard disc - the only thing I'm so far convinced you can remove from your modded (bi/bi) folder is the vanilla bits of models_unit, animations and sprites (unique bits can stay in bi/bi but you need to change your descr_model_battle and strat to find them)

    You don't do anything at all to RTW/data.

    To release as a mod this way; at least you're not disabling normal BI campaign and it doesn't require complete new RTW & BI install - but you'd still either need a read me that specifies which vanilla files have to be copied to the bi/modname (or bi/bi whatever.. ) structure, or an installer that copies the missing vanilla files over.
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  16. #16
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Apr 2005
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    Default Re: Using -mod:my_mod

    OK.

    Now working (and appears to be complete).

    I have made no attempt to identify what can be removed as of yet, and indeed may not do so as I do not really have the time atm.

    I also had to repath custom_locations.txt (for tgas), desc_cultures (here you must copy the cas files over even if only the texture has changed because of the cas memory; still, can give some potential variation to your cities in terms of textures at least), descr_sm_landmarks, and descr_beliefs (repathing the pips).

    Has anyone ever got a modded trailer video to work from a mod folder? And if so, how? Thx.
    "One of the most sophisticated Total War mods ever developed..."

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